refactor(Core/Game): restyle game lib with astyle (#3466)

This commit is contained in:
Kargatum
2020-10-12 15:08:15 +07:00
committed by GitHub
parent e99b526e17
commit a2b26272d2
338 changed files with 52196 additions and 50944 deletions

View File

@@ -12,7 +12,7 @@ Graveyard* Graveyard::instance()
void Graveyard::LoadGraveyardFromDB()
{
uint32 oldMSTime = getMSTime();
uint32 oldMSTime = getMSTime();
_graveyardStore.clear();
@@ -38,7 +38,7 @@ void Graveyard::LoadGraveyardFromDB()
Graveyard.y = fields[3].GetFloat();
Graveyard.z = fields[4].GetFloat();
Graveyard.name = fields[5].GetString();
if (!Utf8toWStr(Graveyard.name, Graveyard.wnameLow))
{
sLog->outErrorDb("Wrong UTF8 name for id %u in `game_graveyard` table, ignoring.", ID);
@@ -143,9 +143,9 @@ GraveyardStruct const* Graveyard::GetClosestGraveyard(float x, float y, float z,
{
// if find graveyard at different map from where entrance placed (or no entrance data), use any first
if (!mapEntry
|| mapEntry->entrance_map < 0
|| uint32(mapEntry->entrance_map) != entry->Map
|| (mapEntry->entrance_x == 0 && mapEntry->entrance_y == 0))
|| mapEntry->entrance_map < 0
|| uint32(mapEntry->entrance_map) != entry->Map
|| (mapEntry->entrance_x == 0 && mapEntry->entrance_y == 0))
{
// not have any corrdinates for check distance anyway
entryFar = entry;
@@ -153,8 +153,8 @@ GraveyardStruct const* Graveyard::GetClosestGraveyard(float x, float y, float z,
}
// at entrance map calculate distance (2D);
float dist2 = (entry->x - mapEntry->entrance_x)*(entry->x - mapEntry->entrance_x)
+ (entry->y - mapEntry->entrance_y)*(entry->y - mapEntry->entrance_y);
float dist2 = (entry->x - mapEntry->entrance_x) * (entry->x - mapEntry->entrance_x)
+ (entry->y - mapEntry->entrance_y) * (entry->y - mapEntry->entrance_y);
if (foundEntr)
{
if (dist2 < distEntr)
@@ -173,7 +173,7 @@ GraveyardStruct const* Graveyard::GetClosestGraveyard(float x, float y, float z,
// find now nearest graveyard at same map
else
{
float dist2 = (entry->x - x)*(entry->x - x) + (entry->y - y)*(entry->y - y) + (entry->z - z)*(entry->z - z);
float dist2 = (entry->x - x) * (entry->x - x) + (entry->y - y) * (entry->y - y) + (entry->z - z) * (entry->z - z);
if (foundNear)
{
if (dist2 < distNear)
@@ -254,7 +254,7 @@ void Graveyard::RemoveGraveyardLink(uint32 id, uint32 zoneId, TeamId teamId, boo
for (; range.first != range.second; ++range.first)
{
GraveyardData & data = range.first->second;
GraveyardData& data = range.first->second;
// skip not matching safezone id
if (data.safeLocId != id)